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736
General ENIGMA / Re: General Enigma Questions
« on: October 10, 2014, 02:42:13 am »
Bing Crosby used to whip his children with a belt.
737
Off-Topic / BlitzBasic Gone Free and Open Source!
« on: October 10, 2014, 02:12:13 am »
I've always been a big fan of the BlitzBasic engine and products, though never really having used them that much, I liked the environment much better over GM. It made it very easy to manage objects and everything from code and for novices to learn without having to create excessive GUI infrastructures. Well anyway since Mark Sibly is focused on Monkey X now, they've put Blitz Plus and Blitz 3D up for free. Blitz Max and the programming manual are still being commercially sold.
http://www.blitzbasic.com/Products/_index_.php
You can read the official announcements on the home page and the forum threads.
http://www.blitzbasic.com/Home/_index_.php
http://www.blitzbasic.com/Community/posts.php?topic=102907
http://www.blitzbasic.com/Community/posts.php?topic=102473
Anybody not already aware, Monkey X is an open source cross-platform game engine with the BASIC programming language as well, sort of based on BlitzBasic. For $100 it can export to numerous modules including Android, Playstation, Xbox, and other platforms. The IDE is built, quite evidently, with the Qt Framework, and it's a very nice IDE.
http://www.monkey-x.com/
http://www.blitzbasic.com/Products/_index_.php
You can read the official announcements on the home page and the forum threads.
http://www.blitzbasic.com/Home/_index_.php
http://www.blitzbasic.com/Community/posts.php?topic=102907
http://www.blitzbasic.com/Community/posts.php?topic=102473
Anybody not already aware, Monkey X is an open source cross-platform game engine with the BASIC programming language as well, sort of based on BlitzBasic. For $100 it can export to numerous modules including Android, Playstation, Xbox, and other platforms. The IDE is built, quite evidently, with the Qt Framework, and it's a very nice IDE.
http://www.monkey-x.com/
738
Tips, Tutorials, Examples / 1945 and other Mark Overmars Tutorials
« on: October 10, 2014, 01:35:03 am »
As you all probably know, most of the Mark Overmars examples work in ENIGMA without many issues. I just want to list these here for anybody who needs them.
http://sandbox.yoyogames.com/make/tutorials
Some of the games such as the FPS tutorial and the parallax scrolling/scaling examples need you to change collision functions for != noone just like you would have to do with C++
This is because ISO C99 defines boolean true as any non-zero value but GM8.1 only considered numbers larger than 0 as true.
http://enigma-dev.org/docs/Wiki/Instance_and_Motion_Functions
http://sandbox.yoyogames.com/make/tutorials
Some of the games such as the FPS tutorial and the parallax scrolling/scaling examples need you to change collision functions for != noone just like you would have to do with C++
This is because ISO C99 defines boolean true as any non-zero value but GM8.1 only considered numbers larger than 0 as true.
http://enigma-dev.org/docs/Wiki/Instance_and_Motion_Functions
739
Tips, Tutorials, Examples / One Script Pong
« on: October 10, 2014, 01:20:17 am »
I saw this example and immediately thought of all the Dreamland script kiddies, it's pong in one script. However it will need slightly changed to work with ENIGMA just like Studio, follow the instructions in the script. Additionally because of current bugs in local access from scripts you will need to place the remaining code into the actual draw event, nothing should be left in the script.
All in all, it's a pretty cool example but by default the paddles are extremely slow!
Here is the script I pasted for convenience so you don't have to download.
http://pastie.org/9636536
This is the forum post where you can obtain the original.
http://gmc.yoyogames.com/index.php?showtopic=605813
All in all, it's a pretty cool example but by default the paddles are extremely slow!
Here is the script I pasted for convenience so you don't have to download.
http://pastie.org/9636536
This is the forum post where you can obtain the original.
http://gmc.yoyogames.com/index.php?showtopic=605813
740
Graphics and Video / 3D Tutorial Resources
« on: October 10, 2014, 12:56:45 am »
These 3D tutorials have no example files so not sure whether they will fully work with ENIGMA or not. However they do include videos and the assets to create the 3D games which I thought people may find useful.
http://gmc.yoyogames.com/index.php?showtopic=625302
The tutorial also shows you how to model a basic gun.
The whole package can be downloaded from the sandbox as well.
http://sandbox.yoyogames.com/games/227608-gm-3d-video-tutorials
http://gmc.yoyogames.com/index.php?showtopic=625302
The tutorial also shows you how to model a basic gun.
The whole package can be downloaded from the sandbox as well.
http://sandbox.yoyogames.com/games/227608-gm-3d-video-tutorials
741
Tips, Tutorials, Examples / Rewind Space Time
« on: October 10, 2014, 12:44:54 am »
This example shows you how to rewind a game, it requires one tiny change.
http://gmc.yoyogames.com/index.php?showtopic=638849
The room creation code needs to declare the i variable for some reason, simply change it to the following. We will need to investigate the bug.
http://gmc.yoyogames.com/index.php?showtopic=638849
The room creation code needs to declare the i variable for some reason, simply change it to the following. We will need to investigate the bug.
Code: (EDL) [Select]
for(int i=0; i<10; i+=1)
742
Tips, Tutorials, Examples / Analog Clock Example
« on: October 10, 2014, 12:41:33 am »
This is a nifty example showing you how to use the date and time functions to create an analog clock. Once again thanks for the extension TheExDeus!
http://gmc.yoyogames.com/index.php?showtopic=638858
http://gmc.yoyogames.com/index.php?showtopic=638858
743
Tips, Tutorials, Examples / Rain Particle Example
« on: October 10, 2014, 12:39:18 am »
This is a nice example I found on the GMC that works perfectly out of the box with no changes.
http://gmc.yoyogames.com/index.php?showtopic=639854
http://gmc.yoyogames.com/index.php?showtopic=639854
744
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 09, 2014, 11:46:02 pm »
Just an update HitCoder, I managed to partially get the following example working.
http://sandbox.yoyogames.com/games/163325-sonic-battle-engine-v1gmk-included
Here is my GMK with changes.
I mainly had to set the game info frame to have a border so you could close it because I haven't finished implementing the game info window fully. I also had to fix some parsing errors in the drag and drop by enclosing them with start and end brackets. I also had to replace action_save and action_load_game with a comment in obj_storymode because we haven't implemented saving and loading yet. There were also two objects with the same name which we do not support.
https://www.dropbox.com/s/3bllq4gjkgn2yh2/sbev1.gmk?dl=0
The sonic Red Ring tutorial also works if you change the name of the room and run it.
http://sandbox.yoyogames.com/games/188858-sonic-red-ring-tutorial-transform
This one also works but it appears the developer didn't quite finish it too much. You will have to rename the "double" variable though to get it to build, because double is a C++ type which ENIGMA supports.
http://sandbox.yoyogames.com/games/191988-sonic-engine
Sonic Boost tutorial works by just changing the room name.
http://sandbox.yoyogames.com/games/182835-sonic-boost-tutorial
http://sandbox.yoyogames.com/games/163325-sonic-battle-engine-v1gmk-included
Here is my GMK with changes.
I mainly had to set the game info frame to have a border so you could close it because I haven't finished implementing the game info window fully. I also had to fix some parsing errors in the drag and drop by enclosing them with start and end brackets. I also had to replace action_save and action_load_game with a comment in obj_storymode because we haven't implemented saving and loading yet. There were also two objects with the same name which we do not support.
https://www.dropbox.com/s/3bllq4gjkgn2yh2/sbev1.gmk?dl=0
The sonic Red Ring tutorial also works if you change the name of the room and run it.
http://sandbox.yoyogames.com/games/188858-sonic-red-ring-tutorial-transform
This one also works but it appears the developer didn't quite finish it too much. You will have to rename the "double" variable though to get it to build, because double is a C++ type which ENIGMA supports.
http://sandbox.yoyogames.com/games/191988-sonic-engine
Sonic Boost tutorial works by just changing the room name.
http://sandbox.yoyogames.com/games/182835-sonic-boost-tutorial
745
General ENIGMA / Re: General Enigma Questions
« on: October 09, 2014, 09:31:57 pm »
lol, is that Bing Crosby?
746
General ENIGMA / Re: General Enigma Questions
« on: October 09, 2014, 08:55:06 pm »
Additionally extensions do work in ENIGMA, just not the resource extensions, I mean the dll ones, and I would actually recommend the Faucet Networking buffers over the ones Studio has built in.
747
Developing ENIGMA / Re: LateralGM 1.8.6.722
« on: October 09, 2014, 08:29:08 pm »
No not quite that big, that requires a lot more work than you think. Anyway, I'm not going to tell so just give up.
748
General ENIGMA / Re: General Enigma Questions
« on: October 09, 2014, 08:23:22 pm »Quote from: Rujik
I am using them as a less memory intensive alternative to ds_grids.Actually, they probably have more overhead than data structures which are raw collections, ours from the standard template library and likely theirs as well. Buffers were designed for networking, this means they have the added overhead of checking and reordering endianess. Data structures are likely much much much faster at sorting data as well.
Quote from: Rujik
so I guess I can just keep messing around with GMS and check back here every now and again.You're welcome anytime!
749
Developing ENIGMA / Re: LateralGM 1.8.6.722
« on: October 09, 2014, 06:42:04 pm »
As of the following commit I have added the expand all and collapse all buttons to the search trees context menu. I have also fixed the layout of the search filter it should expand with the splitter under all look and feels now. I also made the extra zoom tools besides the main one zoom around the center of the image like most image editors.
https://github.com/IsmAvatar/LateralGM/commit/aa4ec0aa2cb45920667b745767ae23d4c981a4a9
https://github.com/IsmAvatar/LateralGM/commit/aa4ec0aa2cb45920667b745767ae23d4c981a4a9
Quote from: egofree
Robert, as we are close friends, you know that you can tell me everything !If I told you, I'd have to kill you. Even if I wanted to tell you I couldn't tell you much because I am not the one working on it, it which is almost fully done.
750
Issues Help Desk / Re: I have a problem!
« on: October 09, 2014, 03:33:27 pm »
Don't bother installing MinGW, I don't even install it and I am a developer.
Open git-bash, type "rebuildcompiler" and hit enter. Then try launching again. If you get an error rebuilding the compiler, it's because you've placed the Portable ZIP in a path with spaces (though I believe we did fix this) or else you did not run with administrative privileges.
Leonfi, please try my suggestions and post back with the results.
We even have a FAQ and Troubleshooting page.
http://enigma-dev.org/docs/Wiki/ENIGMA:FAQ
http://enigma-dev.org/docs/Wiki/Troubleshoot
Additionally this issue can sometimes happen with a 64bit Java installation, since we technically only support 32bit like GM.
Open git-bash, type "rebuildcompiler" and hit enter. Then try launching again. If you get an error rebuilding the compiler, it's because you've placed the Portable ZIP in a path with spaces (though I believe we did fix this) or else you did not run with administrative privileges.
Leonfi, please try my suggestions and post back with the results.
Quote from: TKG
And this is the biggest reason people are turned off by this site. You guys need to make sure the portable update actually works for everyone before releasing it and replacing an older version that actually worked.These instructions are stated very clearly on the Wiki. I can't help it people don't follow instructions, people do it all the time, I even do it sometimes. For one I don't know why you and daz would go on about installing MinGW, when I've never suggested that once on this entire site. You couldn't have possibly thought he was trying to do a source code installation because it says right in the directory structure he's using the ZIP.
Quote from: leonfi
/ENIGMA/enigma-dev/plugins/enigma.jar
Quote from: Wiki
Note: You need to run the self-extracting zip and the enigma.exe with administrative privileges before and after setup so the application can access AppData to output temporary build files, simply right click the file and select "Run as Administrator" on Windows Vista or later.http://enigma-dev.org/docs/Wiki/Install:Windows
We even have a FAQ and Troubleshooting page.
http://enigma-dev.org/docs/Wiki/ENIGMA:FAQ
http://enigma-dev.org/docs/Wiki/Troubleshoot
Additionally this issue can sometimes happen with a 64bit Java installation, since we technically only support 32bit like GM.
Quote from: Wiki
Why am I getting an error about CompileEGMf?
Most likely you probably ran the LateralGM jar file, you need to open "ENIGMA.exe" instead so that ENIGMA can build and compile its engine and create the CompileEGMf library. Once you open ENIGMA the first time you will need to wait a few seconds while ENIGMA compiles its engine, you will never have to wait again after it compiles. If the CompileEGMf file is present, then it's possible the plugin cannot use it. This is known to happen because of a 64bit JRE. You should download and install x86/32 bit Java instead.
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